OpenGL Instanced Rendering












14














I have a very basic OpenGL instanced rendering setup, which is compiling and running, however it is super slow, and even though I spent days of asking and reading how to fix it, I still have no clue, what causes the problem..



Overlapping small window



What does slow mean? At the moment as you can see, it draws



16 000 instances (48 000 vertices) @ 512*512px resolution / 38-43 FPS


But if I start scaling the window, up to the actual size of my monitor (2560 * 1440) the FPS drops down to 1. I expect at least half a million vertices rendered at 60FPS, that would be the goal.



The setup is very simple, I use GLFW to create the window, GLEW to setup OpenGL properly. So it looks something like this:



int main(void)
{
// ... init window and context
void *resources = setup();

// ... start of event loop
{
// ... clear, get buff data, viewport
draw(resources);
// ... swap buffs, poll events
}

cleanup(resources);
// ... clean up everything
return 0;
}


Now, the functions from the above pseudo snippet are here, they are in the instrender.c file. This is where the actual drawing happening:



#include <stdlib.h>             // srand(), rand()
#include <jemalloc/jemalloc.h> // malloc(), free()

#include <time.h> // time()
#include <stdio.h> // fprintf()

#include <GL/glew.h> // GL*

/*----------------------------------------------------------------------------*/
typedef struct resources
{
GLuint vs_id;
GLuint fs_id;
GLuint program_id;

GLuint coords_pos;
GLuint offset_pos;
GLuint colour_pos;

GLuint colour_buffer_id;
GLuint offset_buffer_id;

} Resources;


/*----------------------------------------------------------------------------*/
const char *vert_shader = "
#version 150 core n
n
in vec2 coords; n
in vec2 offset; n
in vec3 colors; n
out vec3 color; n
n
void main() n
{ n
gl_Position = vec4(coords.x + offset.x, n
coords.y + offset.y, 0.0, 1.0); n
color = colors; n
} n";


/*----------------------------------------------------------------------------*/
const char *frag_shader = "
#version 150 core n
n
in vec3 color; n
out vec4 fragment; n
n
void main() n
{ n
fragment = vec4(color, 1.0); n
} n";


/*----------------------------------------------------------------------------*/
void
load_and_compile_shader(GLuint *shader_id, const char *buffer, GLenum type)
{
// Get shader_id, pass shader source, compile it
*shader_id = glCreateShader(type);
glShaderSource(*shader_id, 1, (const GLchar **)&buffer, NULL);
glCompileShader(*shader_id);

// If there was a problem during the compilation
GLint is_compiled;
glGetShaderiv(*shader_id, GL_COMPILE_STATUS, &is_compiled);
if (!is_compiled)
{
fprintf(stderr, "Shader failed to compilen");
// Get debugging information
GLint info_log_length;
glGetShaderiv(*shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar *info_log = malloc(info_log_length*sizeof(GLchar));
glGetShaderInfoLog(*shader_id, info_log_length, NULL, info_log);
fprintf(stderr, "%sn", info_log);
glDeleteShader(*shader_id);
free(info_log);
*shader_id = 0;
return;
}
}


/*----------------------------------------------------------------------------*/
#define IR_OFFSET_COUNT 16000
#define IR_COLOUR_COUNT IR_OFFSET_COUNT * 3
void *
setup(void)
{
Resources *rsc = malloc(sizeof(Resources));
if (!rsc)
{
fprintf(stderr, "Failed to allocate space for resourcesn");
return (void *)NULL;
}
load_and_compile_shader(&rsc->vs_id, vert_shader, GL_VERTEX_SHADER);
load_and_compile_shader(&rsc->fs_id, frag_shader, GL_FRAGMENT_SHADER);

// Create new program and get program ID
rsc->program_id = glCreateProgram();

// Attach shaders
glAttachShader(rsc->program_id, rsc->vs_id);
glAttachShader(rsc->program_id, rsc->fs_id);

// Vertex coordinates
GLfloat vertices = { -.95f, -.95f,
-.95f, +.00f,
-.70f, -.95f };

// Vertex indices
GLushort indices = {0, 1, 2};

// Instance offsets
GLfloat offset[IR_OFFSET_COUNT];
srand(time(NULL));
for (int i=0; i<IR_OFFSET_COUNT; i++)
offset[i] = (GLfloat)(rand() % 200) / 100.f;

// Color values
GLfloat colors[IR_COLOUR_COUNT];
for (int i=0; i<IR_COLOUR_COUNT; i++)
colors[i] = (GLfloat)rand() / (GLfloat)RAND_MAX;

// Shader layout position
int pos_index = 0;

// Setup VAO
GLuint vertex_array_id;
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);

// Setup coordinates VBO
GLuint vertex_buffer_id;
glGenBuffers(1, &vertex_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
rsc->coords_pos = pos_index;
glBindAttribLocation(rsc->program_id, pos_index++, "coords");
glVertexAttribPointer(rsc->coords_pos,
2,
GL_FLOAT,
GL_FALSE,
2*sizeof(GLfloat),
(GLvoid *)NULL);
glEnableVertexAttribArray(rsc->coords_pos);

// Setup offsets VBO
glGenBuffers(1, &rsc->offset_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, rsc->offset_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(offset), offset, GL_STATIC_DRAW);
rsc->offset_pos = pos_index;
glBindAttribLocation(rsc->program_id, pos_index++, "offset");
glVertexAttribPointer(rsc->offset_pos,
2,
GL_FLOAT,
GL_FALSE,
2*sizeof(GLfloat),
(GLvoid *)NULL);
glEnableVertexAttribArray(rsc->offset_pos);
glVertexAttribDivisor(rsc->offset_pos, 1);

// Setup colors VBO
glGenBuffers(1, &rsc->colour_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, rsc->colour_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
rsc->colour_pos = pos_index;
glBindAttribLocation(rsc->program_id, pos_index++, "colors");
glVertexAttribPointer(rsc->colour_pos,
3,
GL_FLOAT,
GL_FALSE,
3*sizeof(GLfloat),
(GLvoid *)NULL);
glEnableVertexAttribArray(rsc->colour_pos);
glVertexAttribDivisor(rsc->colour_pos, 1);

// Link shader program
glLinkProgram(rsc->program_id);

// If there was a problem during the linking
GLint is_linked;
glGetProgramiv(rsc->program_id, GL_LINK_STATUS, &is_linked);
if (!is_linked)
{
fprintf(stderr, "Shader program linking failed.n");
// Get debugging informations
GLint info_log_length;
glGetProgramiv(rsc->program_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar *info_log = malloc(info_log_length*sizeof(GLchar));
glGetProgramInfoLog(rsc->program_id, info_log_length, NULL, info_log);
fprintf(stderr, "%sn", info_log);
// Clean up
glDetachShader(rsc->program_id, rsc->vs);
glDetachShader(rsc->program_id, rsc->fs);
glDeleteProgram(rsc->program_id);
free(info_log);
rsc->program_id = 0;
return;
}

// Setup indices VBO
GLuint index_array_buffer_id;
glGenBuffers(1, &index_array_buffer_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_buffer_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

// Set fragment output
glBindFragDataLocation(rsc->program_id, 0, "fragment");

// Set basic GL options
glClearColor(.46f, .71f, .67f, 1.f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

// Start using program
glUseProgram(rsc->program_id);

return rsc;
}


/*----------------------------------------------------------------------------*/
void
draw(void *resources)
{
Resources *rsc = (Resources *)resources;
glDrawElementsInstanced(GL_TRIANGLES,
/* num of elems to draw */ 3,
/* index value types */ GL_UNSIGNED_SHORT,
/* pointer to indices */ 0,
/* num of items to draw */ IR_OFFSET_COUNT);
}


/*----------------------------------------------------------------------------*/
void
cleanup(void *resources)
{
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);

Resources *rsc = (Resources *)resources;

glDeleteShader(rsc->vs_id);
glDeleteShader(rsc->fs_id);
glDisableVertexAttribArray(rsc->coords_pos);
glDisableVertexAttribArray(rsc->offset_pos);

glDeleteProgram(rsc->program_id);

free(rsc);
}


Environment:



Video Card:
NVidia GeForce 9600M GT 512MB
OS/Compiler:
Mac OS X 10.9.3 / Apple LLVM version 5.1 (clang-503.0.40) (based on LLVM 3.4svn)




UPDATE 1:



Based on a friendly advice, which was about "over-drawing", I created a version, where the triangles only have a very limited overlapping in one direction:



Non-overlapping small window



Now this produces a constant 48-50FPS, however when I scale the window up to 2560*1440 this number drops down to 22-26FPS (which is of course way better than the previous 1FPS but still not the one I'm looking for):



Non-overlapping full screen



So I guess, the main problem is not over-drawing/overlapping.





UPDATE 2:



Here is a time profile I created:



Instrument Profile



As you can see, 75.7% of the time is spent to call/execute the glDrawElementsInstanced function, and its subfunction calls.





UPDATE 3:



During the tests of the code with @syb0rg, another interesting bug appeared: on every 10-15-20th (basically at absolutely random) running the program produces this, and then crashes:



Noise Animation










share|improve this question
























  • Don't pass around void* unless you have to (e.g. because it can be any kind of pointer). In your case you know what it is so you can use the proper type.
    – ThiefMaster
    May 24 '14 at 21:05










  • that's exactly the case, why I pass void *s in the first place. Ofc the above example is a bit simplified version of the actual code, but in real life, it has to be a void * since the caller does not know what pointer that is.
    – Peter Varo
    May 24 '14 at 21:06










  • I don't know about your performance issue, but there's no reason to use indexed draw calls if your index buffer is {0, 1, 2}. That's just a triangle list.
    – Trillian
    May 24 '14 at 23:16










  • @Trillian okay, thanks for your comment -- but as I mentioned earlier, this is a simplified version of what I am doing. In my real code I'm not drawing single triangles, but more complex meshes, where the indexing is absolutely necessary. The above code is modeling that situation.
    – Peter Varo
    May 25 '14 at 11:35






  • 1




    @syb0rg here we go: ZIP and then make && ./build/main -- and don't press space, ifdef OVERLAPPING_OFF. thank you very much for the effort!
    – Peter Varo
    May 27 '14 at 14:19
















14














I have a very basic OpenGL instanced rendering setup, which is compiling and running, however it is super slow, and even though I spent days of asking and reading how to fix it, I still have no clue, what causes the problem..



Overlapping small window



What does slow mean? At the moment as you can see, it draws



16 000 instances (48 000 vertices) @ 512*512px resolution / 38-43 FPS


But if I start scaling the window, up to the actual size of my monitor (2560 * 1440) the FPS drops down to 1. I expect at least half a million vertices rendered at 60FPS, that would be the goal.



The setup is very simple, I use GLFW to create the window, GLEW to setup OpenGL properly. So it looks something like this:



int main(void)
{
// ... init window and context
void *resources = setup();

// ... start of event loop
{
// ... clear, get buff data, viewport
draw(resources);
// ... swap buffs, poll events
}

cleanup(resources);
// ... clean up everything
return 0;
}


Now, the functions from the above pseudo snippet are here, they are in the instrender.c file. This is where the actual drawing happening:



#include <stdlib.h>             // srand(), rand()
#include <jemalloc/jemalloc.h> // malloc(), free()

#include <time.h> // time()
#include <stdio.h> // fprintf()

#include <GL/glew.h> // GL*

/*----------------------------------------------------------------------------*/
typedef struct resources
{
GLuint vs_id;
GLuint fs_id;
GLuint program_id;

GLuint coords_pos;
GLuint offset_pos;
GLuint colour_pos;

GLuint colour_buffer_id;
GLuint offset_buffer_id;

} Resources;


/*----------------------------------------------------------------------------*/
const char *vert_shader = "
#version 150 core n
n
in vec2 coords; n
in vec2 offset; n
in vec3 colors; n
out vec3 color; n
n
void main() n
{ n
gl_Position = vec4(coords.x + offset.x, n
coords.y + offset.y, 0.0, 1.0); n
color = colors; n
} n";


/*----------------------------------------------------------------------------*/
const char *frag_shader = "
#version 150 core n
n
in vec3 color; n
out vec4 fragment; n
n
void main() n
{ n
fragment = vec4(color, 1.0); n
} n";


/*----------------------------------------------------------------------------*/
void
load_and_compile_shader(GLuint *shader_id, const char *buffer, GLenum type)
{
// Get shader_id, pass shader source, compile it
*shader_id = glCreateShader(type);
glShaderSource(*shader_id, 1, (const GLchar **)&buffer, NULL);
glCompileShader(*shader_id);

// If there was a problem during the compilation
GLint is_compiled;
glGetShaderiv(*shader_id, GL_COMPILE_STATUS, &is_compiled);
if (!is_compiled)
{
fprintf(stderr, "Shader failed to compilen");
// Get debugging information
GLint info_log_length;
glGetShaderiv(*shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar *info_log = malloc(info_log_length*sizeof(GLchar));
glGetShaderInfoLog(*shader_id, info_log_length, NULL, info_log);
fprintf(stderr, "%sn", info_log);
glDeleteShader(*shader_id);
free(info_log);
*shader_id = 0;
return;
}
}


/*----------------------------------------------------------------------------*/
#define IR_OFFSET_COUNT 16000
#define IR_COLOUR_COUNT IR_OFFSET_COUNT * 3
void *
setup(void)
{
Resources *rsc = malloc(sizeof(Resources));
if (!rsc)
{
fprintf(stderr, "Failed to allocate space for resourcesn");
return (void *)NULL;
}
load_and_compile_shader(&rsc->vs_id, vert_shader, GL_VERTEX_SHADER);
load_and_compile_shader(&rsc->fs_id, frag_shader, GL_FRAGMENT_SHADER);

// Create new program and get program ID
rsc->program_id = glCreateProgram();

// Attach shaders
glAttachShader(rsc->program_id, rsc->vs_id);
glAttachShader(rsc->program_id, rsc->fs_id);

// Vertex coordinates
GLfloat vertices = { -.95f, -.95f,
-.95f, +.00f,
-.70f, -.95f };

// Vertex indices
GLushort indices = {0, 1, 2};

// Instance offsets
GLfloat offset[IR_OFFSET_COUNT];
srand(time(NULL));
for (int i=0; i<IR_OFFSET_COUNT; i++)
offset[i] = (GLfloat)(rand() % 200) / 100.f;

// Color values
GLfloat colors[IR_COLOUR_COUNT];
for (int i=0; i<IR_COLOUR_COUNT; i++)
colors[i] = (GLfloat)rand() / (GLfloat)RAND_MAX;

// Shader layout position
int pos_index = 0;

// Setup VAO
GLuint vertex_array_id;
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);

// Setup coordinates VBO
GLuint vertex_buffer_id;
glGenBuffers(1, &vertex_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
rsc->coords_pos = pos_index;
glBindAttribLocation(rsc->program_id, pos_index++, "coords");
glVertexAttribPointer(rsc->coords_pos,
2,
GL_FLOAT,
GL_FALSE,
2*sizeof(GLfloat),
(GLvoid *)NULL);
glEnableVertexAttribArray(rsc->coords_pos);

// Setup offsets VBO
glGenBuffers(1, &rsc->offset_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, rsc->offset_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(offset), offset, GL_STATIC_DRAW);
rsc->offset_pos = pos_index;
glBindAttribLocation(rsc->program_id, pos_index++, "offset");
glVertexAttribPointer(rsc->offset_pos,
2,
GL_FLOAT,
GL_FALSE,
2*sizeof(GLfloat),
(GLvoid *)NULL);
glEnableVertexAttribArray(rsc->offset_pos);
glVertexAttribDivisor(rsc->offset_pos, 1);

// Setup colors VBO
glGenBuffers(1, &rsc->colour_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, rsc->colour_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
rsc->colour_pos = pos_index;
glBindAttribLocation(rsc->program_id, pos_index++, "colors");
glVertexAttribPointer(rsc->colour_pos,
3,
GL_FLOAT,
GL_FALSE,
3*sizeof(GLfloat),
(GLvoid *)NULL);
glEnableVertexAttribArray(rsc->colour_pos);
glVertexAttribDivisor(rsc->colour_pos, 1);

// Link shader program
glLinkProgram(rsc->program_id);

// If there was a problem during the linking
GLint is_linked;
glGetProgramiv(rsc->program_id, GL_LINK_STATUS, &is_linked);
if (!is_linked)
{
fprintf(stderr, "Shader program linking failed.n");
// Get debugging informations
GLint info_log_length;
glGetProgramiv(rsc->program_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar *info_log = malloc(info_log_length*sizeof(GLchar));
glGetProgramInfoLog(rsc->program_id, info_log_length, NULL, info_log);
fprintf(stderr, "%sn", info_log);
// Clean up
glDetachShader(rsc->program_id, rsc->vs);
glDetachShader(rsc->program_id, rsc->fs);
glDeleteProgram(rsc->program_id);
free(info_log);
rsc->program_id = 0;
return;
}

// Setup indices VBO
GLuint index_array_buffer_id;
glGenBuffers(1, &index_array_buffer_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_buffer_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

// Set fragment output
glBindFragDataLocation(rsc->program_id, 0, "fragment");

// Set basic GL options
glClearColor(.46f, .71f, .67f, 1.f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

// Start using program
glUseProgram(rsc->program_id);

return rsc;
}


/*----------------------------------------------------------------------------*/
void
draw(void *resources)
{
Resources *rsc = (Resources *)resources;
glDrawElementsInstanced(GL_TRIANGLES,
/* num of elems to draw */ 3,
/* index value types */ GL_UNSIGNED_SHORT,
/* pointer to indices */ 0,
/* num of items to draw */ IR_OFFSET_COUNT);
}


/*----------------------------------------------------------------------------*/
void
cleanup(void *resources)
{
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);

Resources *rsc = (Resources *)resources;

glDeleteShader(rsc->vs_id);
glDeleteShader(rsc->fs_id);
glDisableVertexAttribArray(rsc->coords_pos);
glDisableVertexAttribArray(rsc->offset_pos);

glDeleteProgram(rsc->program_id);

free(rsc);
}


Environment:



Video Card:
NVidia GeForce 9600M GT 512MB
OS/Compiler:
Mac OS X 10.9.3 / Apple LLVM version 5.1 (clang-503.0.40) (based on LLVM 3.4svn)




UPDATE 1:



Based on a friendly advice, which was about "over-drawing", I created a version, where the triangles only have a very limited overlapping in one direction:



Non-overlapping small window



Now this produces a constant 48-50FPS, however when I scale the window up to 2560*1440 this number drops down to 22-26FPS (which is of course way better than the previous 1FPS but still not the one I'm looking for):



Non-overlapping full screen



So I guess, the main problem is not over-drawing/overlapping.





UPDATE 2:



Here is a time profile I created:



Instrument Profile



As you can see, 75.7% of the time is spent to call/execute the glDrawElementsInstanced function, and its subfunction calls.





UPDATE 3:



During the tests of the code with @syb0rg, another interesting bug appeared: on every 10-15-20th (basically at absolutely random) running the program produces this, and then crashes:



Noise Animation










share|improve this question
























  • Don't pass around void* unless you have to (e.g. because it can be any kind of pointer). In your case you know what it is so you can use the proper type.
    – ThiefMaster
    May 24 '14 at 21:05










  • that's exactly the case, why I pass void *s in the first place. Ofc the above example is a bit simplified version of the actual code, but in real life, it has to be a void * since the caller does not know what pointer that is.
    – Peter Varo
    May 24 '14 at 21:06










  • I don't know about your performance issue, but there's no reason to use indexed draw calls if your index buffer is {0, 1, 2}. That's just a triangle list.
    – Trillian
    May 24 '14 at 23:16










  • @Trillian okay, thanks for your comment -- but as I mentioned earlier, this is a simplified version of what I am doing. In my real code I'm not drawing single triangles, but more complex meshes, where the indexing is absolutely necessary. The above code is modeling that situation.
    – Peter Varo
    May 25 '14 at 11:35






  • 1




    @syb0rg here we go: ZIP and then make && ./build/main -- and don't press space, ifdef OVERLAPPING_OFF. thank you very much for the effort!
    – Peter Varo
    May 27 '14 at 14:19














14












14








14


2





I have a very basic OpenGL instanced rendering setup, which is compiling and running, however it is super slow, and even though I spent days of asking and reading how to fix it, I still have no clue, what causes the problem..



Overlapping small window



What does slow mean? At the moment as you can see, it draws



16 000 instances (48 000 vertices) @ 512*512px resolution / 38-43 FPS


But if I start scaling the window, up to the actual size of my monitor (2560 * 1440) the FPS drops down to 1. I expect at least half a million vertices rendered at 60FPS, that would be the goal.



The setup is very simple, I use GLFW to create the window, GLEW to setup OpenGL properly. So it looks something like this:



int main(void)
{
// ... init window and context
void *resources = setup();

// ... start of event loop
{
// ... clear, get buff data, viewport
draw(resources);
// ... swap buffs, poll events
}

cleanup(resources);
// ... clean up everything
return 0;
}


Now, the functions from the above pseudo snippet are here, they are in the instrender.c file. This is where the actual drawing happening:



#include <stdlib.h>             // srand(), rand()
#include <jemalloc/jemalloc.h> // malloc(), free()

#include <time.h> // time()
#include <stdio.h> // fprintf()

#include <GL/glew.h> // GL*

/*----------------------------------------------------------------------------*/
typedef struct resources
{
GLuint vs_id;
GLuint fs_id;
GLuint program_id;

GLuint coords_pos;
GLuint offset_pos;
GLuint colour_pos;

GLuint colour_buffer_id;
GLuint offset_buffer_id;

} Resources;


/*----------------------------------------------------------------------------*/
const char *vert_shader = "
#version 150 core n
n
in vec2 coords; n
in vec2 offset; n
in vec3 colors; n
out vec3 color; n
n
void main() n
{ n
gl_Position = vec4(coords.x + offset.x, n
coords.y + offset.y, 0.0, 1.0); n
color = colors; n
} n";


/*----------------------------------------------------------------------------*/
const char *frag_shader = "
#version 150 core n
n
in vec3 color; n
out vec4 fragment; n
n
void main() n
{ n
fragment = vec4(color, 1.0); n
} n";


/*----------------------------------------------------------------------------*/
void
load_and_compile_shader(GLuint *shader_id, const char *buffer, GLenum type)
{
// Get shader_id, pass shader source, compile it
*shader_id = glCreateShader(type);
glShaderSource(*shader_id, 1, (const GLchar **)&buffer, NULL);
glCompileShader(*shader_id);

// If there was a problem during the compilation
GLint is_compiled;
glGetShaderiv(*shader_id, GL_COMPILE_STATUS, &is_compiled);
if (!is_compiled)
{
fprintf(stderr, "Shader failed to compilen");
// Get debugging information
GLint info_log_length;
glGetShaderiv(*shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar *info_log = malloc(info_log_length*sizeof(GLchar));
glGetShaderInfoLog(*shader_id, info_log_length, NULL, info_log);
fprintf(stderr, "%sn", info_log);
glDeleteShader(*shader_id);
free(info_log);
*shader_id = 0;
return;
}
}


/*----------------------------------------------------------------------------*/
#define IR_OFFSET_COUNT 16000
#define IR_COLOUR_COUNT IR_OFFSET_COUNT * 3
void *
setup(void)
{
Resources *rsc = malloc(sizeof(Resources));
if (!rsc)
{
fprintf(stderr, "Failed to allocate space for resourcesn");
return (void *)NULL;
}
load_and_compile_shader(&rsc->vs_id, vert_shader, GL_VERTEX_SHADER);
load_and_compile_shader(&rsc->fs_id, frag_shader, GL_FRAGMENT_SHADER);

// Create new program and get program ID
rsc->program_id = glCreateProgram();

// Attach shaders
glAttachShader(rsc->program_id, rsc->vs_id);
glAttachShader(rsc->program_id, rsc->fs_id);

// Vertex coordinates
GLfloat vertices = { -.95f, -.95f,
-.95f, +.00f,
-.70f, -.95f };

// Vertex indices
GLushort indices = {0, 1, 2};

// Instance offsets
GLfloat offset[IR_OFFSET_COUNT];
srand(time(NULL));
for (int i=0; i<IR_OFFSET_COUNT; i++)
offset[i] = (GLfloat)(rand() % 200) / 100.f;

// Color values
GLfloat colors[IR_COLOUR_COUNT];
for (int i=0; i<IR_COLOUR_COUNT; i++)
colors[i] = (GLfloat)rand() / (GLfloat)RAND_MAX;

// Shader layout position
int pos_index = 0;

// Setup VAO
GLuint vertex_array_id;
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);

// Setup coordinates VBO
GLuint vertex_buffer_id;
glGenBuffers(1, &vertex_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
rsc->coords_pos = pos_index;
glBindAttribLocation(rsc->program_id, pos_index++, "coords");
glVertexAttribPointer(rsc->coords_pos,
2,
GL_FLOAT,
GL_FALSE,
2*sizeof(GLfloat),
(GLvoid *)NULL);
glEnableVertexAttribArray(rsc->coords_pos);

// Setup offsets VBO
glGenBuffers(1, &rsc->offset_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, rsc->offset_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(offset), offset, GL_STATIC_DRAW);
rsc->offset_pos = pos_index;
glBindAttribLocation(rsc->program_id, pos_index++, "offset");
glVertexAttribPointer(rsc->offset_pos,
2,
GL_FLOAT,
GL_FALSE,
2*sizeof(GLfloat),
(GLvoid *)NULL);
glEnableVertexAttribArray(rsc->offset_pos);
glVertexAttribDivisor(rsc->offset_pos, 1);

// Setup colors VBO
glGenBuffers(1, &rsc->colour_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, rsc->colour_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
rsc->colour_pos = pos_index;
glBindAttribLocation(rsc->program_id, pos_index++, "colors");
glVertexAttribPointer(rsc->colour_pos,
3,
GL_FLOAT,
GL_FALSE,
3*sizeof(GLfloat),
(GLvoid *)NULL);
glEnableVertexAttribArray(rsc->colour_pos);
glVertexAttribDivisor(rsc->colour_pos, 1);

// Link shader program
glLinkProgram(rsc->program_id);

// If there was a problem during the linking
GLint is_linked;
glGetProgramiv(rsc->program_id, GL_LINK_STATUS, &is_linked);
if (!is_linked)
{
fprintf(stderr, "Shader program linking failed.n");
// Get debugging informations
GLint info_log_length;
glGetProgramiv(rsc->program_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar *info_log = malloc(info_log_length*sizeof(GLchar));
glGetProgramInfoLog(rsc->program_id, info_log_length, NULL, info_log);
fprintf(stderr, "%sn", info_log);
// Clean up
glDetachShader(rsc->program_id, rsc->vs);
glDetachShader(rsc->program_id, rsc->fs);
glDeleteProgram(rsc->program_id);
free(info_log);
rsc->program_id = 0;
return;
}

// Setup indices VBO
GLuint index_array_buffer_id;
glGenBuffers(1, &index_array_buffer_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_buffer_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

// Set fragment output
glBindFragDataLocation(rsc->program_id, 0, "fragment");

// Set basic GL options
glClearColor(.46f, .71f, .67f, 1.f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

// Start using program
glUseProgram(rsc->program_id);

return rsc;
}


/*----------------------------------------------------------------------------*/
void
draw(void *resources)
{
Resources *rsc = (Resources *)resources;
glDrawElementsInstanced(GL_TRIANGLES,
/* num of elems to draw */ 3,
/* index value types */ GL_UNSIGNED_SHORT,
/* pointer to indices */ 0,
/* num of items to draw */ IR_OFFSET_COUNT);
}


/*----------------------------------------------------------------------------*/
void
cleanup(void *resources)
{
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);

Resources *rsc = (Resources *)resources;

glDeleteShader(rsc->vs_id);
glDeleteShader(rsc->fs_id);
glDisableVertexAttribArray(rsc->coords_pos);
glDisableVertexAttribArray(rsc->offset_pos);

glDeleteProgram(rsc->program_id);

free(rsc);
}


Environment:



Video Card:
NVidia GeForce 9600M GT 512MB
OS/Compiler:
Mac OS X 10.9.3 / Apple LLVM version 5.1 (clang-503.0.40) (based on LLVM 3.4svn)




UPDATE 1:



Based on a friendly advice, which was about "over-drawing", I created a version, where the triangles only have a very limited overlapping in one direction:



Non-overlapping small window



Now this produces a constant 48-50FPS, however when I scale the window up to 2560*1440 this number drops down to 22-26FPS (which is of course way better than the previous 1FPS but still not the one I'm looking for):



Non-overlapping full screen



So I guess, the main problem is not over-drawing/overlapping.





UPDATE 2:



Here is a time profile I created:



Instrument Profile



As you can see, 75.7% of the time is spent to call/execute the glDrawElementsInstanced function, and its subfunction calls.





UPDATE 3:



During the tests of the code with @syb0rg, another interesting bug appeared: on every 10-15-20th (basically at absolutely random) running the program produces this, and then crashes:



Noise Animation










share|improve this question















I have a very basic OpenGL instanced rendering setup, which is compiling and running, however it is super slow, and even though I spent days of asking and reading how to fix it, I still have no clue, what causes the problem..



Overlapping small window



What does slow mean? At the moment as you can see, it draws



16 000 instances (48 000 vertices) @ 512*512px resolution / 38-43 FPS


But if I start scaling the window, up to the actual size of my monitor (2560 * 1440) the FPS drops down to 1. I expect at least half a million vertices rendered at 60FPS, that would be the goal.



The setup is very simple, I use GLFW to create the window, GLEW to setup OpenGL properly. So it looks something like this:



int main(void)
{
// ... init window and context
void *resources = setup();

// ... start of event loop
{
// ... clear, get buff data, viewport
draw(resources);
// ... swap buffs, poll events
}

cleanup(resources);
// ... clean up everything
return 0;
}


Now, the functions from the above pseudo snippet are here, they are in the instrender.c file. This is where the actual drawing happening:



#include <stdlib.h>             // srand(), rand()
#include <jemalloc/jemalloc.h> // malloc(), free()

#include <time.h> // time()
#include <stdio.h> // fprintf()

#include <GL/glew.h> // GL*

/*----------------------------------------------------------------------------*/
typedef struct resources
{
GLuint vs_id;
GLuint fs_id;
GLuint program_id;

GLuint coords_pos;
GLuint offset_pos;
GLuint colour_pos;

GLuint colour_buffer_id;
GLuint offset_buffer_id;

} Resources;


/*----------------------------------------------------------------------------*/
const char *vert_shader = "
#version 150 core n
n
in vec2 coords; n
in vec2 offset; n
in vec3 colors; n
out vec3 color; n
n
void main() n
{ n
gl_Position = vec4(coords.x + offset.x, n
coords.y + offset.y, 0.0, 1.0); n
color = colors; n
} n";


/*----------------------------------------------------------------------------*/
const char *frag_shader = "
#version 150 core n
n
in vec3 color; n
out vec4 fragment; n
n
void main() n
{ n
fragment = vec4(color, 1.0); n
} n";


/*----------------------------------------------------------------------------*/
void
load_and_compile_shader(GLuint *shader_id, const char *buffer, GLenum type)
{
// Get shader_id, pass shader source, compile it
*shader_id = glCreateShader(type);
glShaderSource(*shader_id, 1, (const GLchar **)&buffer, NULL);
glCompileShader(*shader_id);

// If there was a problem during the compilation
GLint is_compiled;
glGetShaderiv(*shader_id, GL_COMPILE_STATUS, &is_compiled);
if (!is_compiled)
{
fprintf(stderr, "Shader failed to compilen");
// Get debugging information
GLint info_log_length;
glGetShaderiv(*shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar *info_log = malloc(info_log_length*sizeof(GLchar));
glGetShaderInfoLog(*shader_id, info_log_length, NULL, info_log);
fprintf(stderr, "%sn", info_log);
glDeleteShader(*shader_id);
free(info_log);
*shader_id = 0;
return;
}
}


/*----------------------------------------------------------------------------*/
#define IR_OFFSET_COUNT 16000
#define IR_COLOUR_COUNT IR_OFFSET_COUNT * 3
void *
setup(void)
{
Resources *rsc = malloc(sizeof(Resources));
if (!rsc)
{
fprintf(stderr, "Failed to allocate space for resourcesn");
return (void *)NULL;
}
load_and_compile_shader(&rsc->vs_id, vert_shader, GL_VERTEX_SHADER);
load_and_compile_shader(&rsc->fs_id, frag_shader, GL_FRAGMENT_SHADER);

// Create new program and get program ID
rsc->program_id = glCreateProgram();

// Attach shaders
glAttachShader(rsc->program_id, rsc->vs_id);
glAttachShader(rsc->program_id, rsc->fs_id);

// Vertex coordinates
GLfloat vertices = { -.95f, -.95f,
-.95f, +.00f,
-.70f, -.95f };

// Vertex indices
GLushort indices = {0, 1, 2};

// Instance offsets
GLfloat offset[IR_OFFSET_COUNT];
srand(time(NULL));
for (int i=0; i<IR_OFFSET_COUNT; i++)
offset[i] = (GLfloat)(rand() % 200) / 100.f;

// Color values
GLfloat colors[IR_COLOUR_COUNT];
for (int i=0; i<IR_COLOUR_COUNT; i++)
colors[i] = (GLfloat)rand() / (GLfloat)RAND_MAX;

// Shader layout position
int pos_index = 0;

// Setup VAO
GLuint vertex_array_id;
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);

// Setup coordinates VBO
GLuint vertex_buffer_id;
glGenBuffers(1, &vertex_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
rsc->coords_pos = pos_index;
glBindAttribLocation(rsc->program_id, pos_index++, "coords");
glVertexAttribPointer(rsc->coords_pos,
2,
GL_FLOAT,
GL_FALSE,
2*sizeof(GLfloat),
(GLvoid *)NULL);
glEnableVertexAttribArray(rsc->coords_pos);

// Setup offsets VBO
glGenBuffers(1, &rsc->offset_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, rsc->offset_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(offset), offset, GL_STATIC_DRAW);
rsc->offset_pos = pos_index;
glBindAttribLocation(rsc->program_id, pos_index++, "offset");
glVertexAttribPointer(rsc->offset_pos,
2,
GL_FLOAT,
GL_FALSE,
2*sizeof(GLfloat),
(GLvoid *)NULL);
glEnableVertexAttribArray(rsc->offset_pos);
glVertexAttribDivisor(rsc->offset_pos, 1);

// Setup colors VBO
glGenBuffers(1, &rsc->colour_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, rsc->colour_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
rsc->colour_pos = pos_index;
glBindAttribLocation(rsc->program_id, pos_index++, "colors");
glVertexAttribPointer(rsc->colour_pos,
3,
GL_FLOAT,
GL_FALSE,
3*sizeof(GLfloat),
(GLvoid *)NULL);
glEnableVertexAttribArray(rsc->colour_pos);
glVertexAttribDivisor(rsc->colour_pos, 1);

// Link shader program
glLinkProgram(rsc->program_id);

// If there was a problem during the linking
GLint is_linked;
glGetProgramiv(rsc->program_id, GL_LINK_STATUS, &is_linked);
if (!is_linked)
{
fprintf(stderr, "Shader program linking failed.n");
// Get debugging informations
GLint info_log_length;
glGetProgramiv(rsc->program_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar *info_log = malloc(info_log_length*sizeof(GLchar));
glGetProgramInfoLog(rsc->program_id, info_log_length, NULL, info_log);
fprintf(stderr, "%sn", info_log);
// Clean up
glDetachShader(rsc->program_id, rsc->vs);
glDetachShader(rsc->program_id, rsc->fs);
glDeleteProgram(rsc->program_id);
free(info_log);
rsc->program_id = 0;
return;
}

// Setup indices VBO
GLuint index_array_buffer_id;
glGenBuffers(1, &index_array_buffer_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_buffer_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

// Set fragment output
glBindFragDataLocation(rsc->program_id, 0, "fragment");

// Set basic GL options
glClearColor(.46f, .71f, .67f, 1.f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

// Start using program
glUseProgram(rsc->program_id);

return rsc;
}


/*----------------------------------------------------------------------------*/
void
draw(void *resources)
{
Resources *rsc = (Resources *)resources;
glDrawElementsInstanced(GL_TRIANGLES,
/* num of elems to draw */ 3,
/* index value types */ GL_UNSIGNED_SHORT,
/* pointer to indices */ 0,
/* num of items to draw */ IR_OFFSET_COUNT);
}


/*----------------------------------------------------------------------------*/
void
cleanup(void *resources)
{
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);

Resources *rsc = (Resources *)resources;

glDeleteShader(rsc->vs_id);
glDeleteShader(rsc->fs_id);
glDisableVertexAttribArray(rsc->coords_pos);
glDisableVertexAttribArray(rsc->offset_pos);

glDeleteProgram(rsc->program_id);

free(rsc);
}


Environment:



Video Card:
NVidia GeForce 9600M GT 512MB
OS/Compiler:
Mac OS X 10.9.3 / Apple LLVM version 5.1 (clang-503.0.40) (based on LLVM 3.4svn)




UPDATE 1:



Based on a friendly advice, which was about "over-drawing", I created a version, where the triangles only have a very limited overlapping in one direction:



Non-overlapping small window



Now this produces a constant 48-50FPS, however when I scale the window up to 2560*1440 this number drops down to 22-26FPS (which is of course way better than the previous 1FPS but still not the one I'm looking for):



Non-overlapping full screen



So I guess, the main problem is not over-drawing/overlapping.





UPDATE 2:



Here is a time profile I created:



Instrument Profile



As you can see, 75.7% of the time is spent to call/execute the glDrawElementsInstanced function, and its subfunction calls.





UPDATE 3:



During the tests of the code with @syb0rg, another interesting bug appeared: on every 10-15-20th (basically at absolutely random) running the program produces this, and then crashes:



Noise Animation







performance c graphics opengl






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited yesterday









Glorfindel

2781615




2781615










asked May 24 '14 at 20:50









Peter Varo

1237




1237












  • Don't pass around void* unless you have to (e.g. because it can be any kind of pointer). In your case you know what it is so you can use the proper type.
    – ThiefMaster
    May 24 '14 at 21:05










  • that's exactly the case, why I pass void *s in the first place. Ofc the above example is a bit simplified version of the actual code, but in real life, it has to be a void * since the caller does not know what pointer that is.
    – Peter Varo
    May 24 '14 at 21:06










  • I don't know about your performance issue, but there's no reason to use indexed draw calls if your index buffer is {0, 1, 2}. That's just a triangle list.
    – Trillian
    May 24 '14 at 23:16










  • @Trillian okay, thanks for your comment -- but as I mentioned earlier, this is a simplified version of what I am doing. In my real code I'm not drawing single triangles, but more complex meshes, where the indexing is absolutely necessary. The above code is modeling that situation.
    – Peter Varo
    May 25 '14 at 11:35






  • 1




    @syb0rg here we go: ZIP and then make && ./build/main -- and don't press space, ifdef OVERLAPPING_OFF. thank you very much for the effort!
    – Peter Varo
    May 27 '14 at 14:19


















  • Don't pass around void* unless you have to (e.g. because it can be any kind of pointer). In your case you know what it is so you can use the proper type.
    – ThiefMaster
    May 24 '14 at 21:05










  • that's exactly the case, why I pass void *s in the first place. Ofc the above example is a bit simplified version of the actual code, but in real life, it has to be a void * since the caller does not know what pointer that is.
    – Peter Varo
    May 24 '14 at 21:06










  • I don't know about your performance issue, but there's no reason to use indexed draw calls if your index buffer is {0, 1, 2}. That's just a triangle list.
    – Trillian
    May 24 '14 at 23:16










  • @Trillian okay, thanks for your comment -- but as I mentioned earlier, this is a simplified version of what I am doing. In my real code I'm not drawing single triangles, but more complex meshes, where the indexing is absolutely necessary. The above code is modeling that situation.
    – Peter Varo
    May 25 '14 at 11:35






  • 1




    @syb0rg here we go: ZIP and then make && ./build/main -- and don't press space, ifdef OVERLAPPING_OFF. thank you very much for the effort!
    – Peter Varo
    May 27 '14 at 14:19
















Don't pass around void* unless you have to (e.g. because it can be any kind of pointer). In your case you know what it is so you can use the proper type.
– ThiefMaster
May 24 '14 at 21:05




Don't pass around void* unless you have to (e.g. because it can be any kind of pointer). In your case you know what it is so you can use the proper type.
– ThiefMaster
May 24 '14 at 21:05












that's exactly the case, why I pass void *s in the first place. Ofc the above example is a bit simplified version of the actual code, but in real life, it has to be a void * since the caller does not know what pointer that is.
– Peter Varo
May 24 '14 at 21:06




that's exactly the case, why I pass void *s in the first place. Ofc the above example is a bit simplified version of the actual code, but in real life, it has to be a void * since the caller does not know what pointer that is.
– Peter Varo
May 24 '14 at 21:06












I don't know about your performance issue, but there's no reason to use indexed draw calls if your index buffer is {0, 1, 2}. That's just a triangle list.
– Trillian
May 24 '14 at 23:16




I don't know about your performance issue, but there's no reason to use indexed draw calls if your index buffer is {0, 1, 2}. That's just a triangle list.
– Trillian
May 24 '14 at 23:16












@Trillian okay, thanks for your comment -- but as I mentioned earlier, this is a simplified version of what I am doing. In my real code I'm not drawing single triangles, but more complex meshes, where the indexing is absolutely necessary. The above code is modeling that situation.
– Peter Varo
May 25 '14 at 11:35




@Trillian okay, thanks for your comment -- but as I mentioned earlier, this is a simplified version of what I am doing. In my real code I'm not drawing single triangles, but more complex meshes, where the indexing is absolutely necessary. The above code is modeling that situation.
– Peter Varo
May 25 '14 at 11:35




1




1




@syb0rg here we go: ZIP and then make && ./build/main -- and don't press space, ifdef OVERLAPPING_OFF. thank you very much for the effort!
– Peter Varo
May 27 '14 at 14:19




@syb0rg here we go: ZIP and then make && ./build/main -- and don't press space, ifdef OVERLAPPING_OFF. thank you very much for the effort!
– Peter Varo
May 27 '14 at 14:19










1 Answer
1






active

oldest

votes


















10





+25









Disclaimer: This is the first time I have ever really looked into using OpenGL



Keep in mind that my review may contain code that is not fully included in the question (such as the simplified main() function).



Bugs





  • I found that when I tried to resize the window, I would always crash the program.



    enter image description here



    That wasn't very fun, so I set out to fix that first and foremost. It was rather easy to fix, all I had to do was add a frame buffer sizing callback, and set it to the window with glfwSetFramebufferSizeCallback().



    The frame buffer callback function:



    static void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
    glViewport(0, 0, width, height); // reset the viewport
    glMatrixMode(GL_PROJECTION); // modify the projection matrix
    glLoadIdentity(); // load an identity matrix into the projection matrix
    glOrtho(0, width, 0, height, -1.0, 1.0); // create new projection matrix

    /// Important!!! You need to switch back to the model-view matrix
    /// or else your OpenGL calls are modifying the projection matrix!
    glMatrixMode(GL_MODELVIEW); // return to the model matrix
    glLoadIdentity(); // load an identity matrix into the model-view matrix

    // OpenGL has now compensated for the resized window, and is ready to draw again.
    }


    The modified run() function:



    void
    run(GLFWwindow *window)
    {
    void *resources = setup();
    glfwSetWindowUserPointer(window, resources);

    #ifdef MEASURE
    glfwSwapInterval(0);
    #endif

    int viewport_width, viewport_height;

    // set for proper resizing of window and viewport
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    while (!glfwWindowShouldClose(window))
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glfwGetFramebufferSize(window, &viewport_width, &viewport_height);
    framebuffer_size_callback(window, viewport_width, viewport_height);

    draw(resources);

    glfwSwapBuffers(window);
    glfwPollEvents();
    #ifdef MEASURE
    printfps();
    #endif
    }

    cleanup(resources);
    }


    This doesn't fully fix the crashing, occasionally the program will still misbehave; however, at least I am able to scale the window now more consistently.




  • When I undefined OVERLAPPING_OFF to benchmark the code on my computer, I got some errors of an unknown type name offset. Looking at your code, you defined offset only if OVERLAPPING_OFF is defined but then try to use it if it isn't defined as well. The fix was simple enough, I just moved the declaration of offset outside of the #ifdef OVERLAPPING_OFF.



        // Instance offsets
    int i;
    GLfloat offset[OFFSET_COUNT];
    #ifdef OVERLAPPING_OFF
    int j, idx=0;
    GLfloat x, y;
    for (i=0; i<DIMi; i++)
    {
    y = (GLfloat)i * STEP;
    for (j=0; j<DIMi; j+=2)
    {
    offset[idx++] = x = (GLfloat)j * STEP; // x
    offset[idx++] = y; // y
    }
    }
    #else
    for (i=0; i<OFFSET_COUNT; i++)
    offset[i] = genc();
    #endif



Optimization





  • Running my own profiling tests for a longer duration, I came up with the following data.



    enter image description here



    As we can see, glDrawElementsInstanced() now only takes up 2% of the total run time. The big time hogs are CGLFlushDrawable and _glfwPlatformPollEvents.




  • There are two ways to process pending events. glfwPollEvents() processes only those events that have already been received and then returns immediately. This is the best choice when rendering continually, like most games do.



    If instead you only need to update your rendering once you have received new input, glfwWaitEvents() is a better choice. It waits until at least one event has been received, putting the thread to sleep in the meantime, and then processes all received events just like glfwPollEvents() does. This saves a great deal of CPU cycles and is useful for, for example, many kinds of editing tools.








share|improve this answer























  • thanks, I completely forgot about the frame buffer size callback -- nice catch! The offset was a typo, but thanks for pointing that too!
    – Peter Varo
    May 27 '14 at 17:12










  • @PeterVaro Oops, I accidentally rejected your edit when I made the edit of my own! If you re-submit it I'll approve.
    – syb0rg
    May 27 '14 at 17:22










  • okay, np, I updated again
    – Peter Varo
    May 27 '14 at 17:24










  • btw: if glfwSetFramebufferSizeCallback is called -- so a callback function set -- then calling the glGetFramebufferSize is absolutely unnecessary.
    – Peter Varo
    May 27 '14 at 17:30










  • @PeterVaro glfwGetFramebufferSize directly retrieves the current size of the framebuffer of a window, and stores it in viewport_width and viewport_height. It is still a necessary function call (you can see this when you remove the function call and run the program).
    – syb0rg
    May 27 '14 at 17:34











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10





+25









Disclaimer: This is the first time I have ever really looked into using OpenGL



Keep in mind that my review may contain code that is not fully included in the question (such as the simplified main() function).



Bugs





  • I found that when I tried to resize the window, I would always crash the program.



    enter image description here



    That wasn't very fun, so I set out to fix that first and foremost. It was rather easy to fix, all I had to do was add a frame buffer sizing callback, and set it to the window with glfwSetFramebufferSizeCallback().



    The frame buffer callback function:



    static void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
    glViewport(0, 0, width, height); // reset the viewport
    glMatrixMode(GL_PROJECTION); // modify the projection matrix
    glLoadIdentity(); // load an identity matrix into the projection matrix
    glOrtho(0, width, 0, height, -1.0, 1.0); // create new projection matrix

    /// Important!!! You need to switch back to the model-view matrix
    /// or else your OpenGL calls are modifying the projection matrix!
    glMatrixMode(GL_MODELVIEW); // return to the model matrix
    glLoadIdentity(); // load an identity matrix into the model-view matrix

    // OpenGL has now compensated for the resized window, and is ready to draw again.
    }


    The modified run() function:



    void
    run(GLFWwindow *window)
    {
    void *resources = setup();
    glfwSetWindowUserPointer(window, resources);

    #ifdef MEASURE
    glfwSwapInterval(0);
    #endif

    int viewport_width, viewport_height;

    // set for proper resizing of window and viewport
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    while (!glfwWindowShouldClose(window))
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glfwGetFramebufferSize(window, &viewport_width, &viewport_height);
    framebuffer_size_callback(window, viewport_width, viewport_height);

    draw(resources);

    glfwSwapBuffers(window);
    glfwPollEvents();
    #ifdef MEASURE
    printfps();
    #endif
    }

    cleanup(resources);
    }


    This doesn't fully fix the crashing, occasionally the program will still misbehave; however, at least I am able to scale the window now more consistently.




  • When I undefined OVERLAPPING_OFF to benchmark the code on my computer, I got some errors of an unknown type name offset. Looking at your code, you defined offset only if OVERLAPPING_OFF is defined but then try to use it if it isn't defined as well. The fix was simple enough, I just moved the declaration of offset outside of the #ifdef OVERLAPPING_OFF.



        // Instance offsets
    int i;
    GLfloat offset[OFFSET_COUNT];
    #ifdef OVERLAPPING_OFF
    int j, idx=0;
    GLfloat x, y;
    for (i=0; i<DIMi; i++)
    {
    y = (GLfloat)i * STEP;
    for (j=0; j<DIMi; j+=2)
    {
    offset[idx++] = x = (GLfloat)j * STEP; // x
    offset[idx++] = y; // y
    }
    }
    #else
    for (i=0; i<OFFSET_COUNT; i++)
    offset[i] = genc();
    #endif



Optimization





  • Running my own profiling tests for a longer duration, I came up with the following data.



    enter image description here



    As we can see, glDrawElementsInstanced() now only takes up 2% of the total run time. The big time hogs are CGLFlushDrawable and _glfwPlatformPollEvents.




  • There are two ways to process pending events. glfwPollEvents() processes only those events that have already been received and then returns immediately. This is the best choice when rendering continually, like most games do.



    If instead you only need to update your rendering once you have received new input, glfwWaitEvents() is a better choice. It waits until at least one event has been received, putting the thread to sleep in the meantime, and then processes all received events just like glfwPollEvents() does. This saves a great deal of CPU cycles and is useful for, for example, many kinds of editing tools.








share|improve this answer























  • thanks, I completely forgot about the frame buffer size callback -- nice catch! The offset was a typo, but thanks for pointing that too!
    – Peter Varo
    May 27 '14 at 17:12










  • @PeterVaro Oops, I accidentally rejected your edit when I made the edit of my own! If you re-submit it I'll approve.
    – syb0rg
    May 27 '14 at 17:22










  • okay, np, I updated again
    – Peter Varo
    May 27 '14 at 17:24










  • btw: if glfwSetFramebufferSizeCallback is called -- so a callback function set -- then calling the glGetFramebufferSize is absolutely unnecessary.
    – Peter Varo
    May 27 '14 at 17:30










  • @PeterVaro glfwGetFramebufferSize directly retrieves the current size of the framebuffer of a window, and stores it in viewport_width and viewport_height. It is still a necessary function call (you can see this when you remove the function call and run the program).
    – syb0rg
    May 27 '14 at 17:34
















10





+25









Disclaimer: This is the first time I have ever really looked into using OpenGL



Keep in mind that my review may contain code that is not fully included in the question (such as the simplified main() function).



Bugs





  • I found that when I tried to resize the window, I would always crash the program.



    enter image description here



    That wasn't very fun, so I set out to fix that first and foremost. It was rather easy to fix, all I had to do was add a frame buffer sizing callback, and set it to the window with glfwSetFramebufferSizeCallback().



    The frame buffer callback function:



    static void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
    glViewport(0, 0, width, height); // reset the viewport
    glMatrixMode(GL_PROJECTION); // modify the projection matrix
    glLoadIdentity(); // load an identity matrix into the projection matrix
    glOrtho(0, width, 0, height, -1.0, 1.0); // create new projection matrix

    /// Important!!! You need to switch back to the model-view matrix
    /// or else your OpenGL calls are modifying the projection matrix!
    glMatrixMode(GL_MODELVIEW); // return to the model matrix
    glLoadIdentity(); // load an identity matrix into the model-view matrix

    // OpenGL has now compensated for the resized window, and is ready to draw again.
    }


    The modified run() function:



    void
    run(GLFWwindow *window)
    {
    void *resources = setup();
    glfwSetWindowUserPointer(window, resources);

    #ifdef MEASURE
    glfwSwapInterval(0);
    #endif

    int viewport_width, viewport_height;

    // set for proper resizing of window and viewport
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    while (!glfwWindowShouldClose(window))
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glfwGetFramebufferSize(window, &viewport_width, &viewport_height);
    framebuffer_size_callback(window, viewport_width, viewport_height);

    draw(resources);

    glfwSwapBuffers(window);
    glfwPollEvents();
    #ifdef MEASURE
    printfps();
    #endif
    }

    cleanup(resources);
    }


    This doesn't fully fix the crashing, occasionally the program will still misbehave; however, at least I am able to scale the window now more consistently.




  • When I undefined OVERLAPPING_OFF to benchmark the code on my computer, I got some errors of an unknown type name offset. Looking at your code, you defined offset only if OVERLAPPING_OFF is defined but then try to use it if it isn't defined as well. The fix was simple enough, I just moved the declaration of offset outside of the #ifdef OVERLAPPING_OFF.



        // Instance offsets
    int i;
    GLfloat offset[OFFSET_COUNT];
    #ifdef OVERLAPPING_OFF
    int j, idx=0;
    GLfloat x, y;
    for (i=0; i<DIMi; i++)
    {
    y = (GLfloat)i * STEP;
    for (j=0; j<DIMi; j+=2)
    {
    offset[idx++] = x = (GLfloat)j * STEP; // x
    offset[idx++] = y; // y
    }
    }
    #else
    for (i=0; i<OFFSET_COUNT; i++)
    offset[i] = genc();
    #endif



Optimization





  • Running my own profiling tests for a longer duration, I came up with the following data.



    enter image description here



    As we can see, glDrawElementsInstanced() now only takes up 2% of the total run time. The big time hogs are CGLFlushDrawable and _glfwPlatformPollEvents.




  • There are two ways to process pending events. glfwPollEvents() processes only those events that have already been received and then returns immediately. This is the best choice when rendering continually, like most games do.



    If instead you only need to update your rendering once you have received new input, glfwWaitEvents() is a better choice. It waits until at least one event has been received, putting the thread to sleep in the meantime, and then processes all received events just like glfwPollEvents() does. This saves a great deal of CPU cycles and is useful for, for example, many kinds of editing tools.








share|improve this answer























  • thanks, I completely forgot about the frame buffer size callback -- nice catch! The offset was a typo, but thanks for pointing that too!
    – Peter Varo
    May 27 '14 at 17:12










  • @PeterVaro Oops, I accidentally rejected your edit when I made the edit of my own! If you re-submit it I'll approve.
    – syb0rg
    May 27 '14 at 17:22










  • okay, np, I updated again
    – Peter Varo
    May 27 '14 at 17:24










  • btw: if glfwSetFramebufferSizeCallback is called -- so a callback function set -- then calling the glGetFramebufferSize is absolutely unnecessary.
    – Peter Varo
    May 27 '14 at 17:30










  • @PeterVaro glfwGetFramebufferSize directly retrieves the current size of the framebuffer of a window, and stores it in viewport_width and viewport_height. It is still a necessary function call (you can see this when you remove the function call and run the program).
    – syb0rg
    May 27 '14 at 17:34














10





+25







10





+25



10




+25




Disclaimer: This is the first time I have ever really looked into using OpenGL



Keep in mind that my review may contain code that is not fully included in the question (such as the simplified main() function).



Bugs





  • I found that when I tried to resize the window, I would always crash the program.



    enter image description here



    That wasn't very fun, so I set out to fix that first and foremost. It was rather easy to fix, all I had to do was add a frame buffer sizing callback, and set it to the window with glfwSetFramebufferSizeCallback().



    The frame buffer callback function:



    static void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
    glViewport(0, 0, width, height); // reset the viewport
    glMatrixMode(GL_PROJECTION); // modify the projection matrix
    glLoadIdentity(); // load an identity matrix into the projection matrix
    glOrtho(0, width, 0, height, -1.0, 1.0); // create new projection matrix

    /// Important!!! You need to switch back to the model-view matrix
    /// or else your OpenGL calls are modifying the projection matrix!
    glMatrixMode(GL_MODELVIEW); // return to the model matrix
    glLoadIdentity(); // load an identity matrix into the model-view matrix

    // OpenGL has now compensated for the resized window, and is ready to draw again.
    }


    The modified run() function:



    void
    run(GLFWwindow *window)
    {
    void *resources = setup();
    glfwSetWindowUserPointer(window, resources);

    #ifdef MEASURE
    glfwSwapInterval(0);
    #endif

    int viewport_width, viewport_height;

    // set for proper resizing of window and viewport
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    while (!glfwWindowShouldClose(window))
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glfwGetFramebufferSize(window, &viewport_width, &viewport_height);
    framebuffer_size_callback(window, viewport_width, viewport_height);

    draw(resources);

    glfwSwapBuffers(window);
    glfwPollEvents();
    #ifdef MEASURE
    printfps();
    #endif
    }

    cleanup(resources);
    }


    This doesn't fully fix the crashing, occasionally the program will still misbehave; however, at least I am able to scale the window now more consistently.




  • When I undefined OVERLAPPING_OFF to benchmark the code on my computer, I got some errors of an unknown type name offset. Looking at your code, you defined offset only if OVERLAPPING_OFF is defined but then try to use it if it isn't defined as well. The fix was simple enough, I just moved the declaration of offset outside of the #ifdef OVERLAPPING_OFF.



        // Instance offsets
    int i;
    GLfloat offset[OFFSET_COUNT];
    #ifdef OVERLAPPING_OFF
    int j, idx=0;
    GLfloat x, y;
    for (i=0; i<DIMi; i++)
    {
    y = (GLfloat)i * STEP;
    for (j=0; j<DIMi; j+=2)
    {
    offset[idx++] = x = (GLfloat)j * STEP; // x
    offset[idx++] = y; // y
    }
    }
    #else
    for (i=0; i<OFFSET_COUNT; i++)
    offset[i] = genc();
    #endif



Optimization





  • Running my own profiling tests for a longer duration, I came up with the following data.



    enter image description here



    As we can see, glDrawElementsInstanced() now only takes up 2% of the total run time. The big time hogs are CGLFlushDrawable and _glfwPlatformPollEvents.




  • There are two ways to process pending events. glfwPollEvents() processes only those events that have already been received and then returns immediately. This is the best choice when rendering continually, like most games do.



    If instead you only need to update your rendering once you have received new input, glfwWaitEvents() is a better choice. It waits until at least one event has been received, putting the thread to sleep in the meantime, and then processes all received events just like glfwPollEvents() does. This saves a great deal of CPU cycles and is useful for, for example, many kinds of editing tools.








share|improve this answer














Disclaimer: This is the first time I have ever really looked into using OpenGL



Keep in mind that my review may contain code that is not fully included in the question (such as the simplified main() function).



Bugs





  • I found that when I tried to resize the window, I would always crash the program.



    enter image description here



    That wasn't very fun, so I set out to fix that first and foremost. It was rather easy to fix, all I had to do was add a frame buffer sizing callback, and set it to the window with glfwSetFramebufferSizeCallback().



    The frame buffer callback function:



    static void framebuffer_size_callback(GLFWwindow* window, int width, int height)
    {
    glViewport(0, 0, width, height); // reset the viewport
    glMatrixMode(GL_PROJECTION); // modify the projection matrix
    glLoadIdentity(); // load an identity matrix into the projection matrix
    glOrtho(0, width, 0, height, -1.0, 1.0); // create new projection matrix

    /// Important!!! You need to switch back to the model-view matrix
    /// or else your OpenGL calls are modifying the projection matrix!
    glMatrixMode(GL_MODELVIEW); // return to the model matrix
    glLoadIdentity(); // load an identity matrix into the model-view matrix

    // OpenGL has now compensated for the resized window, and is ready to draw again.
    }


    The modified run() function:



    void
    run(GLFWwindow *window)
    {
    void *resources = setup();
    glfwSetWindowUserPointer(window, resources);

    #ifdef MEASURE
    glfwSwapInterval(0);
    #endif

    int viewport_width, viewport_height;

    // set for proper resizing of window and viewport
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    while (!glfwWindowShouldClose(window))
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glfwGetFramebufferSize(window, &viewport_width, &viewport_height);
    framebuffer_size_callback(window, viewport_width, viewport_height);

    draw(resources);

    glfwSwapBuffers(window);
    glfwPollEvents();
    #ifdef MEASURE
    printfps();
    #endif
    }

    cleanup(resources);
    }


    This doesn't fully fix the crashing, occasionally the program will still misbehave; however, at least I am able to scale the window now more consistently.




  • When I undefined OVERLAPPING_OFF to benchmark the code on my computer, I got some errors of an unknown type name offset. Looking at your code, you defined offset only if OVERLAPPING_OFF is defined but then try to use it if it isn't defined as well. The fix was simple enough, I just moved the declaration of offset outside of the #ifdef OVERLAPPING_OFF.



        // Instance offsets
    int i;
    GLfloat offset[OFFSET_COUNT];
    #ifdef OVERLAPPING_OFF
    int j, idx=0;
    GLfloat x, y;
    for (i=0; i<DIMi; i++)
    {
    y = (GLfloat)i * STEP;
    for (j=0; j<DIMi; j+=2)
    {
    offset[idx++] = x = (GLfloat)j * STEP; // x
    offset[idx++] = y; // y
    }
    }
    #else
    for (i=0; i<OFFSET_COUNT; i++)
    offset[i] = genc();
    #endif



Optimization





  • Running my own profiling tests for a longer duration, I came up with the following data.



    enter image description here



    As we can see, glDrawElementsInstanced() now only takes up 2% of the total run time. The big time hogs are CGLFlushDrawable and _glfwPlatformPollEvents.




  • There are two ways to process pending events. glfwPollEvents() processes only those events that have already been received and then returns immediately. This is the best choice when rendering continually, like most games do.



    If instead you only need to update your rendering once you have received new input, glfwWaitEvents() is a better choice. It waits until at least one event has been received, putting the thread to sleep in the meantime, and then processes all received events just like glfwPollEvents() does. This saves a great deal of CPU cycles and is useful for, for example, many kinds of editing tools.









share|improve this answer














share|improve this answer



share|improve this answer








edited Aug 9 '14 at 17:42

























answered May 27 '14 at 17:08









syb0rg

16.6k797180




16.6k797180












  • thanks, I completely forgot about the frame buffer size callback -- nice catch! The offset was a typo, but thanks for pointing that too!
    – Peter Varo
    May 27 '14 at 17:12










  • @PeterVaro Oops, I accidentally rejected your edit when I made the edit of my own! If you re-submit it I'll approve.
    – syb0rg
    May 27 '14 at 17:22










  • okay, np, I updated again
    – Peter Varo
    May 27 '14 at 17:24










  • btw: if glfwSetFramebufferSizeCallback is called -- so a callback function set -- then calling the glGetFramebufferSize is absolutely unnecessary.
    – Peter Varo
    May 27 '14 at 17:30










  • @PeterVaro glfwGetFramebufferSize directly retrieves the current size of the framebuffer of a window, and stores it in viewport_width and viewport_height. It is still a necessary function call (you can see this when you remove the function call and run the program).
    – syb0rg
    May 27 '14 at 17:34


















  • thanks, I completely forgot about the frame buffer size callback -- nice catch! The offset was a typo, but thanks for pointing that too!
    – Peter Varo
    May 27 '14 at 17:12










  • @PeterVaro Oops, I accidentally rejected your edit when I made the edit of my own! If you re-submit it I'll approve.
    – syb0rg
    May 27 '14 at 17:22










  • okay, np, I updated again
    – Peter Varo
    May 27 '14 at 17:24










  • btw: if glfwSetFramebufferSizeCallback is called -- so a callback function set -- then calling the glGetFramebufferSize is absolutely unnecessary.
    – Peter Varo
    May 27 '14 at 17:30










  • @PeterVaro glfwGetFramebufferSize directly retrieves the current size of the framebuffer of a window, and stores it in viewport_width and viewport_height. It is still a necessary function call (you can see this when you remove the function call and run the program).
    – syb0rg
    May 27 '14 at 17:34
















thanks, I completely forgot about the frame buffer size callback -- nice catch! The offset was a typo, but thanks for pointing that too!
– Peter Varo
May 27 '14 at 17:12




thanks, I completely forgot about the frame buffer size callback -- nice catch! The offset was a typo, but thanks for pointing that too!
– Peter Varo
May 27 '14 at 17:12












@PeterVaro Oops, I accidentally rejected your edit when I made the edit of my own! If you re-submit it I'll approve.
– syb0rg
May 27 '14 at 17:22




@PeterVaro Oops, I accidentally rejected your edit when I made the edit of my own! If you re-submit it I'll approve.
– syb0rg
May 27 '14 at 17:22












okay, np, I updated again
– Peter Varo
May 27 '14 at 17:24




okay, np, I updated again
– Peter Varo
May 27 '14 at 17:24












btw: if glfwSetFramebufferSizeCallback is called -- so a callback function set -- then calling the glGetFramebufferSize is absolutely unnecessary.
– Peter Varo
May 27 '14 at 17:30




btw: if glfwSetFramebufferSizeCallback is called -- so a callback function set -- then calling the glGetFramebufferSize is absolutely unnecessary.
– Peter Varo
May 27 '14 at 17:30












@PeterVaro glfwGetFramebufferSize directly retrieves the current size of the framebuffer of a window, and stores it in viewport_width and viewport_height. It is still a necessary function call (you can see this when you remove the function call and run the program).
– syb0rg
May 27 '14 at 17:34




@PeterVaro glfwGetFramebufferSize directly retrieves the current size of the framebuffer of a window, and stores it in viewport_width and viewport_height. It is still a necessary function call (you can see this when you remove the function call and run the program).
– syb0rg
May 27 '14 at 17:34


















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